2019
DOI: 10.7557/13.5015
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Always Already Monsters—<i>BioShock</i>’s (2007) ‘Splicers’ as Computational Others

Abstract: The article explores the manufacturing of monsters in video games, using the case of the influential 2007 first-person shooter BioShock, and ‘splicers’—its most numerous, zombie-like enemies. I combine two methodological perspectives on the ‘manufacturing’ of splicers by analyzing [a] the title’s developer commentary and other official paratexts to trace the design of splicers, and [b] the game’s embedded narrative to reconstruct the diegetic backstory of splicers. I argue that video game enemies, including sp… Show more

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